Pattern of Student Game Setting Selections in an Intelligent Mobile MCSCL using the Apriori Algorithm

This study determined the pattern of game setting selections of 26 Grade 5 students who utilized intelligent and nonintelligent, web-based, mobile computer-supported collaborative (mCSCL) software named Ibigkas! Math. The students used the software for three days, with each session lasting 45 minutes. It was disclosed that Very Slow, Very Easy, and Addition arithmetic problems were the most selected game settings. The Apriori algorithm showed that four rules were found (i.e., significant game setting selections). The combination of choosing easy addition arithmetic problems was the most preferred game selection. Confidence values ranged from 0.520 to 0.667, indicating that all rules had a moderate likelihood of combinations occurring together. In terms of Lift, the relationships between Addition <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Easy (Lift <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$=1.72$</tex>), Intelligent <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Addition (Lift <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$=1.12$</tex>), and Intelligent <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Addition (Lift = 1.16) showed significant connections. It is therefore concluded that students in this study exhibited a pattern of game setting selections within the software. These game setting selections suggest under and overpractice of skills in the context of this study. Implications and recommendations are also discussed.

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Published
2025-04-18
DOI
https://doi.org/10.1109/iciet66371.2025.11046270
Primary Topic
Educational Games and Gamification
Type
article
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article

Pattern of Student Game Setting Selections in an Intelligent Mobile MCSCL using the Apriori Algorithm

Annaliza E. Catacutan-Bangit, Vincent S. Rivera, Ma. Mercedes T. Rodrigo, Rose Ann C. Malaborbor et al.
Educational Games and Gamification
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Pattern of Student Game Setting Selections in an Intelligent Mobile MCSCL using the Apriori Algorithm

Annaliza E. Catacutan-Bangit, Vincent S. Rivera, Ma. Mercedes T. Rodrigo, Rose Ann C. Malaborbor, Kaoru Sumi, Rex P. Bringula
article en

Abstract

This study determined the pattern of game setting selections of 26 Grade 5 students who utilized intelligent and nonintelligent, web-based, mobile computer-supported collaborative (mCSCL) software named Ibigkas! Math. The students used the software for three days, with each session lasting 45 minutes. It was disclosed that Very Slow, Very Easy, and Addition arithmetic problems were the most selected game settings. The Apriori algorithm showed that four rules were found (i.e., significant game setting selections). The combination of choosing easy addition arithmetic problems was the most preferred game selection. Confidence values ranged from 0.520 to 0.667, indicating that all rules had a moderate likelihood of combinations occurring together. In terms of Lift, the relationships between Addition <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Easy (Lift <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$=1.72$</tex>), Intelligent <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Addition (Lift <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$=1.12$</tex>), and Intelligent <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\rightarrow$</tex> Addition (Lift = 1.16) showed significant connections. It is therefore concluded that students in this study exhibited a pattern of game setting selections within the software. These game setting selections suggest under and overpractice of skills in the context of this study. Implications and recommendations are also discussed.

University of the East (PH), Ateneo de Manila University (PH), Hakodate University (JP), National University (PH), Future University Hakodate (JP)
Openalex Percentile: Top 84%
Educational Games and Gamification
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