Hamelink, J.A. (2017) Determining competencies and interests from behavior in computer games. Bachelor's Thesis, Artificial Intelligence.
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Abstract
Choosing the right education is an important decision for students. Currently there exist a wide variety of tests to determine which education matches the student’s interests and competencies. Current education choice tests rely on filling in questionnaires to determine the student’s personal properties. The goal of this research is to determine whether it is possible to get this information from game behavior. Specifically if behavior in games can predict competencies and interests. Subjects were asked to play three games to test their dexterity, spatial visualization ability and concentration. This behavior, as represented by game events was linked to responses to a personality test and their actual major choice. There was a successful classification on self reported math skill with an error rate of 28%, and also on whether the user was an AI student with an error rate of 38%.
Item Type: | Thesis (Bachelor's Thesis) |
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Supervisor name: | Wiering, M.A. and Liempd, E.P.M. van |
Degree programme: | Artificial Intelligence |
Thesis type: | Bachelor's Thesis |
Language: | English |
Date Deposited: | 15 Feb 2018 08:27 |
Last Modified: | 02 May 2019 09:50 |
URI: | https://fse.studenttheses.ub.rug.nl/id/eprint/15085 |
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