Generation of Textual Smart Games

Overview

What follows is documented in the D4.2 and D4.3 technical annex, and quickly recapped in the WP4 review slides.

Textual smart games are XML data structures designed using the game framework for smart games developed in D2.3 (WP2). We first selected the relevant fields of the framework and then translated them into XML format. We implemented reasoning service of the reasoning module for automatically generating the relevant fields, in XML format, and instantiating them:

  1. the central event,
  2. the solutions, distinguished into wrong or correct solutions, thus enabling the intelligent explanatory feedback of wrong solutions,
  3. the textual labels for the central event and solutions, that are language dependent.

The resulting textual components of smart games are stored in an on-line repository of XML textual smart games, available online, since June 30 2012, and used by the visualisation module of Task 6.3 (WP6) for generating smart games.

For the final release of D4.2 and D4.3, we worked (and are working) on the results of the expert-based evaluation as documented in the technical annex. In light of such results, we designed preliminary heuristics for the generation of more plausible textual labels for wrong solutions in Italian. Afterwards, we designed and developed a very first prototype of a generator of textual labels for less implausible wrong solutions, called Ernesta 2. You can download the Ernesta 2 folder and then run the accompanying perl script to invoke the generator service on any of the story in the folder by typing the following in your terminal: perl Euristiche_client.perl PathToInputFile.

The Generation Services

The reasoning module generates textual instances of smart games when it receives in input 2 enriched stories:

  1. the story for the correct solutions;
  2. another story, from the same book, and that may be necessary for generating wrong solutions, e.g., distractors of time games.

Example input stories for the WP4 generation service are as follows:

  1. Little Hugh and Mrs Cabaret Singer's hands (download it),
  2. Little Hugh and the Village of Odd Days (download it).

To this end, the educator can write the first story enriched by the reasoner in the top field below, and the other story in the bottom field below. Then the educator can hit the "generate games" button. You already find the fields instantiated with the above two stories; to see the textual XML games generated with those stories, it is sufficient to hit the "generate games" button.

The generation service will return an XML file with textual instances of smart games.

Each smart game instance is related to a specific so-called fixed event from the story for the correct solutions. For instance, in the current prototypes, in case of who games, the fixed event is the target of the who question, and in case of before-after game, the fixed event is the one given to the learner.

Careful not to leave an empty line at the top of the copied text.





The TERENCE project, n. 257410, is funded by the European Commission through the Seventh Framework Programme for Research and Technological Development, Strategic Objective ICT-2009.4.2: ICT: Technology-enhanced learning. The contents of the these documents reflects only the authors' view and the European Commission is not liable for it.

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