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Game-based learning using enhanced fuzzy cognitive maps
E. Saraswathi, K. Subha, R. Jaichandran,
Published in Institute of Advanced Scientific Research, Inc.
2018
Volume: 10
   
Issue: 14
Pages: 1694 - 1700
Abstract
In this paper the approach of improved FCM (Fuzzy cognitive maps), with adaptive techniques, a popular game based learning model to design a prototype for training programming language. The prototype may have two sub models one for teacher and another for learner. A teacher which provide guidance to student during the course and thus makes it interactive and it’s based on the individual capability. Thus, the system can be customized at individual level unlike mass class room training. Second sub model which is learner helps us to drive information about student competency in that area e.g. Programming skills. This is vital to derive the soft skills or noncognitive skills like integrity, motivation, and social interaction of the student. How the given program has been analysed and addressed by the student. The system helps to validate the self-perception of the student and improves the skills by continuous learning. Students will get to know about the time management and find the areas of improvement as summary. © 2018, Institute of Advanced Scientific Research, Inc. All rights reserved.
About the journal
JournalJournal of Advanced Research in Dynamical and Control Systems
PublisherInstitute of Advanced Scientific Research, Inc.
ISSN1943023X