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Table 6 Summary of the used systems for implicit modeling of personality

From: Implicit modeling of learners’ personalities in a game-based learning environment using their gaming behaviors

Systems

Learning

Fun

Traces

Personality Model

Data Analysis Method

Accuracy

Virtual Personality Assessment Lab

(Bunian et al. 2018)

–

+

Gaming behavior

FFM

Hidden Markov Models (HMM),

Baum-Welch algorithm

From 54.1% to 59.1%

Psyops (Tekofsky et al. 2013)

–

+

Gaming behavior

FFM

Not mentioned

Not mentioned

Handwriting (Chen and Lin 2017)

–

–

Hand-writing

Not mentioned

Support Vector Machine, k-Nearest Neighbour, AdaBoost and Artificial Neural Network

From 62.5% to 83.9%

MOOC (Chen et al. 2016)

+

–

Learning

FFM

Gaussian Process and Random Forest

Not mentioned

Facebook (Buettner 2017).

–

–

Social network

FFM

Generalized linear modeling

From 62% to 71%

Twitter (Golbeck et al. 2011)

–

–

Social network

FFM

ZeroR and Gaussian Processes

Not mentioned

Electronically Activated Recorder (Mairesse et al. 2007)

–

–

Speech

FFM

Naive Bayes, AdaboostM1 and Support vector machines

From 51.45% to 62.52%

Smart phones (Chittaranjan et al. 2011)

–

–

Smart phone

FFM

SVM and C4.5 classifiers

From 59.8% to 75.9%

E-learning system (Ghorbani and Montazer 2015)

+

–

Learning

FFM

Fuzzy logic

From 78% to 97%

Wearable sensors (Olguın et al. 2009)

–

–

Sensors

FFM

Accelerometer signal, IR transmissions, RSSI (radio signal strength indicator),

Not mentioned

Our framework (CAG + LA system)

+

+

Gaming behavior

FFM

NaĂŻve Bayes classifier

From 70.58% to 79.41%