From: Siddharth K. <sid...@gm...> - 2011-05-23 04:00:48
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Hi all, Adding Bart to the loop. :) I added a new post on question generation, but it still needs work. I posted it since I won't be able to update it before a couple of days (i will be travelling). Tim - The documentation for the "school mode" would be helpful. David - I had a brief idea of the code for generating questions. Thanks for the details. Thanks, Siddharth On Fri, May 20, 2011 at 11:02 PM, David Bruce <dav...@gm...>wrote: > Hi Siddarth, > > >> 4. In your section on "modifying the game variables," certainly the > speed > >> is > >> an important parameter. But a more interesting---and more conceptually > >> challenging---issue is how to decide which _type_ of problems to pose. > Is > >> the > >> kid ready for addition facts up to 10, or should we stick with 0 to 5? > How > >> can > >> you tell when the kid is ready for multiplication? > > > > There is an interesting approach Animalwatch (It's a tutor for > pre-algebra > > mathematics) uses for this which is described here Using the student > model > > to control problem difficulty. I am thinking of using a approach on > similar > > lines, will post it shortly. > > I don't know how much you've looked at how tuxmath generates math > question lists, but basically a lesson file sets a series of criteria > for questions: > > - allowed math operations (addition, subtraction, multiplication, division) > - ranges of allowed numbers for operands > - whether to allow negative numbers > - format of question (i.e. 1 + 1 = ?, 1 + ? = 2, or ? + 1 = 2) > > and so forth. There are also some variables related to how answered > questions are handled - in the "lesson" games, correctly answered > questions are considered "done", and the lesson ends with a win when > all the questions have been handled correctly. In the "arcade" games, > all questions get reinserted into the list so the game goes on > indefinitely until the player runs out of lives. In both modes, > questions which are not answered correctly get reinserted so the > player sees them again. There is an option to reinsert multiple > copies of missed questions so as to give extra practice on those > facts. Finally, the code contains functions to support the use of the > just the "missed questions" from the previous game as the question > list for the next game, although we've never implemented a way to use > this feature. So, some of these features might be useful in your > project, but they might not be sufficiently flexible for your needs. > > What tuxmath does not currently provide is the reading of a list of > arbitrary functions from a text file. I think we may want to do > something like that for your project. > > I read your blog, and am eager to hear more about specifics, or to > help you work them out. It seems to me that there are at least two > ways in which this adaptive instruction can be applied: > 1. Within the same math game, use the player's initial performance to > adjust the subsequent questions. > 2. For subsequent games, adjust the questions based on results from > previous games. > > > >> 5. Given this tuxmath-as-the-teacher mode of thinking, do we need to > think > >> somewhat about creating mechanisms to explicitly teach, rather than just > >> let > >> them practice things they've already been taught? > > Yes - I've thought for some time that this was a shortcoming of the > program. The only "teaching" is when we show the answer when the > igloo gets hit, plus the factoring hints we put in at the start of > each level in factoroids. But there isn't any illustration of the > concepts of math. There are plenty of ways that new activities could > be designed for these purposes, e.g. having Tux combine groups of fish > to illustrate addition, or having him build stacks of ice blocks in a > grid layout to illustrate multiplication. > > I think the existing games have been shaped a lot by the ages of our > kids at the time when the games were written. My daughter was a > second-grader when I started trying to make Bill's original comet game > more flexible, and she was a fourth-grader doing a lot of factoring > stuff when I proposed the factoroids game. Maybe we need someone with > pre-school or kindergarten kids to get interested in coding up a new > activity. > > David Bruce > |