DEVELOPMENT OF AN INTELLIGENT TUTOR BASED ON GAMIFICATION AND IMMERSIVE VIRTUAL REALITY. USE CASE: AGRICULTURE IN TEOTIHUACAN HISTORY
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Abstract
Learning history as a simple memorization of events does not guarantee learning that allows one to use what has been assimilated for the benefit of oneself and society. Therefore, new learning methods must be developed that transcend passive memorization to achieve meaningful and lasting assimilation. This article presents the formal development of an Intelligent Tutoring System (ITS) for teaching agriculture in the Teotihuacan culture, implemented in an immersive Virtual Reality (VR) environment. The system integrates a virtual tutor based on Artificial Intelligence (AI) that guides the student through a gamified maize cultivation process. The main contribution of this work is the proposal of a mathematical formalism that models the gamified learning process. This model, based on Automata Theory and Markov Decision Processes (MDPs), defines the student's progress states, available actions, and transitions, which are influenced by both the user's decisions and the tutor's evaluation. Formalism allows for the systematic implementation and quantitative evaluation of the impact of gamification and AI tutoring on the acquisition of historical knowledge. The resulting virtual environment simulates the Valley of Teotihuacan, where the user interacts with pre-Hispanic tools (coa, uictli) and confronts natural phenomena, aiming to achieve a successful harvest. The final result is evaluated through an adaptive questionnaire. This approach demonstrates how the mathematical formalization of pedagogy in virtual environments can optimize the design of immersive, effective educational experiences.
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References
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