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2025 – Present · Immersive Learning · Disaster Preparedness · Adaptive Systems · Bayesian Knowledge Tracing · Learning Analytics · Cognitive Modeling

Afet Akademi — Adaptive Disaster Education System

Unity 6.3 LTS serious game with 13-model BKT, Socratic AI mentoring, and real-time learning analytics for children aged 8–16

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Problem

Traditional disaster education relies on static instruction and declarative knowledge, which fails to model real-time decision-making under uncertainty. There is a need for immersive systems that can measure hesitation, contextual transfer, and adaptive behavioral calibration in high-stakes environments.

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Approach

Afet Akademi integrates immersive simulation with a 13-model Bayesian Knowledge Tracing (BKT) architecture and stealth assessment principles. The system models learner knowledge states in real time across 10 specialist models — including MetaCognition, Confidence, ErrorPattern, and HelpSeeking — calibrated per Piaget's developmental stages for three age groups (8–10, 11–13, 14–16). A Socratic AI mentor (BİLGE) guides reflective thinking without providing direct answers. The companion web platform (afetakademi.com.tr) collects anonymized behavioral data across 4 measurement layers for academic analysis.

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Outcome

The system demonstrates a structured framework for modeling behavioral calibration in disaster preparedness education. By embedding assessment invisibly within gameplay, Afet Akademi shifts evaluation from right/wrong scoring to cognitive state inference. The project establishes a foundation for adaptive immersive learning infrastructures and explainable learning analytics integration. All behavioral data is exportable as CSV for SPSS, R, and Python analysis.

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Technology Stack

Unity 6.3 LTS (URP)Bayesian Knowledge Tracing (Custom Implementation)Evidence-Centered Design (ECD)Firebase FirestoreFirebase AnalyticsStealth AssessmentSocratic AI Mentoring Framework
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Measurement Architecture

What the system actually measures across 4 layers

Layer 1 — Identity & Session

Anonymous session_id (KVKK compliant, no personal data), device type, timestamp

Layer 2 — Game Events

game_start — game started · game_action — every decision/move · game_end — game finished

Layer 3 — Performance Metrics

Score (0–100), time spent, completion status, objectives completed, accuracy rate

Layer 4 — Behavioral Patterns

Response time, fast-but-wrong pattern (< 2s + < 50% accuracy), decision sequence, resource efficiency

Research Question

Outcome × Game Type Matrix — which game type (quiz, strategy, 72-hour) best measures/teaches which learning outcome?

All data exportable as CSV — compatible with SPSS, R, and Python for academic analysis.

afetakademi.com.tr

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