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The conventional approach to English language instruction using books and classes is gradually being eclipsed by instructional software, due in part to shortcomings related to the provision of feedback over results and proficiency. Educational software enables the collection of data, such as the time required to respond and the number of times a given question is answered, which can then be used for in-depth analysis into the learning behavior and abilities of students. In this study, we developed a novel game for learning English with the aim of collecting learning-related data from individual high school students. We also developed an algorithm by which to derive the proficiency of students in using English from the acquired data. Experiment results demonstrate the accuracy of the automated assessments.
Siu et al. (Sun,) studied this question.
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