relations between these concepts. Phenomena when
the mental structure change is called learning.
The data mining and analytics are based on this
semantic modeling. When all the skills and
knowledge is recorded as semantic network, all the
mining can be done in terms of network analysis.
The novelty value of this study is in approach: to
build games based technologies that enable easy
construction of intelligent and human like
behaviours and so enables detailed analysis of
learning achievements.
2 EEDU ELEMENTS-GAME
The background of eedu elements is in learning-by-
doing, learning-by-teaching and to some extent
learning-by-programming. The approach is learner
centric: the game introduces mathematics in a way
that learner can build his/her mental conceptual
structures by adding new concepts into known ones.
Technically it is relatively easy to produce
games, but designing games that are pedagogically
valid, and still attracts pupils, is challenging. No
matter what is the technological implementation of
game, the story behind the game is the key element
for motivational game play. That’s why interactive
exercises can’t be converted into games by just
adding background characters. Nevertheless,
entertaining games can’t be converted into education
by only adding calculator instead of guns; that
breaks the story.
Eedu elements connects learner into things they
can experience on daily basis when teaching
knowledge for their game characters. The game
characters learn like humans do: inductively case-
by-case by building relations between new and
existing concepts. The AI consists of teachable
agents: Each game character is a teachable agent that
learns through interactions and evaluations during
the gameplay. Computationally the AI is based on
semantic neural networks. The advantage of the
method is in extensibility and scalability of learning:
the AI can learn knowledge, behavior and strategy
even in undefined domains (Ketamo, 2011).
The background of eedu elements is in learning-
by-doing, learning-by-teaching and to some extent
learning-by-programming. The approach is learner
centric: the game introduces mathematics in a way
that learner can build his/her mental conceptual
structures by adding new concepts into known ones.
According to cognitive psychology of learning,
people actively construct their own knowledge
through interaction with the environment and
through reorganization of their mental structures.
When the player is responsible for character’s
mental development, he/she records also his/her
mental conceptual structure during the gameplay.
Eventually, we can say that while teaching his/her
virtual character, learner reproduces a conceptual
network about his/her mental conceptual structures.
A teaching phase consists of a question creation
and evaluation – pair. Each teaching phase adds new
relations into the conceptual structure. Furthermore,
if the concept is not taught before, the new concept
is also added into the conceptual structure during the
teaching phase. The following example briefly
describes the development of conceptual structures
in the agent’s mind during teaching phases. The
understanding of how an agent’s conceptual
structure develops during playing is important in
order to be able to interpret the results of the study.
Each teaching phase is recorded in a semantic
(conceptual) network within the game AI with one
or more ‘is (not/option) related to’, ‘is (not) bigger’,
‘is (not) equal’, etc. relations. The following
example is based on is (not) bigger and is (not) equal
relations.
At first, the player teaches the relation between 1
and 1/2. The question, created by the player is: “Is ½
smaller than 1?” The agent does not have previous
knowledge, so it will guess. In case it guesses “true”
and the player’s evaluation is “Correct.” The relation
“½ is smaller than 1.” is formed in the conceptual
structure (Figure 1a). The same would occur in a
case where the agent guesses “False” and the player
evaluates “Wrong”.
In the second teaching phase, the player teaches
a relation between 0.3 and ½, with the question “Is
0.3 bigger than ½?” The player knows that the
question is false, but the agent answers (guesses)
“True”. So the player evaluates “wrong” and the
agent determines that the correct answer is either
“0.3 is equal to ½” or “0.3 is smaller than ½”. The
conceptual network in the agent’s mind grows by
both of these relations (Figure 1b).
In the third teaching phase a player forms a
question in another way and asks “is 0.3 equal to
½?”. Again, we know the statement is false. The
agent can guess that statement is either “true”
according to an “is_equal_to” relation or “false”
according to a “is_smaller_than” relation. The agent
guesses “false”. When the player evaluates the
answer as “correct”, the agent determines that
correct answer must be either “0.3 is smaller than ½”
or “0.3 is greater than ½”. After adding relations into
conceptual structure, the agent knows that the
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