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Gaming in Middle Schools

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Research has shown that when presented with an intelligent tutoring system, many students engage in gaming the system -- "exploiting properties in the system rather than by learning the material and trying to use that knowledge to answer correctly [1]. We replicate a study that originally introduced "a system which gives a gaming student supplementary exercises focused on exactly the material the student bypassed by gaming, and which also expresses negative emotion to gaming students through an animated agent" [1]. The purpose was to determine whether if those engaged in gaming would learn less than those who did not. The system has shown to increase the learning in students who have the cognitive tutor over those who do not, and those who game learn less than those who do not.

  • This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review.
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  • E-project-050311-142343
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Year
  • 2011
Date created
  • 2011-05-03
Location
  • Worcester
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