|
Place | Interpretation |
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P1 | Problems arise in the game |
P201 | Players resolve the problem |
P202 | Players avoid/leave the problem |
P203 | Number of how many times the players neglected the tests or avoided the games (o) |
P204 | Number of how many times the players search info (i) |
P205 | Number of wrong in tests or losses in games (m) |
P206 | Number of the players is uncertainty/to decline (escape) (c) |
P207 | Number of True in games or win in games (b) |
P208 | Number of how much the players use time to finish the job (t) |
P209 | Fixes the value of pick question/playing the game (q) |
P210 | Fixes the value of trying to answer/to finish (tr) |
P211 | Fixes the value of self-efficacy/Ability (e) |
P212 | Step report of player at some stage (st) |
P301 | Fixes the value of maximal (max) |
P302 | LVQ method to classify the players motivation behavior of active choice (ac) into; low active choice (ac1), semi-active choice (ac2), or high active choice (ac3) |
P303 | LVQ method to classify the players motivation behavior of Persistence (ps) into low persistence (ps1), semi-persistence (ps2), or high persistence (ps3) |
P304 | LVQ method to classify the players motivation behavior of mental effort (me) into low mental effort (me1), semi-mental effort (me2), or high mental effort (me3) |
P305 | Value is one or zero |
P306 | Value is one or zero |
P307 | Value is one or zero |
P401 | Value is active choice (ac) or zero |
P402 | Value is persistence (ps) or zero |
P403 | Value is mental effort (me) or zero |
P5 | Motivation leveling algorithm |
P6 | Responds to the players level of motivation behavior as the reference to selection of problem in game |
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