Educational Video Game Design Using Personalized Learning Scenarios

Educational video games are considered interactive, user-oriented, and motivating learning instruments, allowing delivery of tailored learning experiences. Designing and implementing adaptive and personalized educational video games can become a suitable tool for teachers in student-centric learning. In this context, the present research aims to outline how mini puzzle games adaptable to the individual learner and proactive learning scenarios can help teachers to adopt enhanced strategies for game-based learning, based on students’ personalization and adaptation. The paper presents design approaches for adjusting educational video mazes to both individual and group student models, which are based on personalization and adaptation. It describes how basic learning scenarios can be personalized once at the level of the maze game by selecting puzzles appropriate for a given individual student and, next, inside each of the puzzles. While the personalization of the learning content and its structuring and presentation is realized statically, a dynamic adaptation of both the content difficulty and gameplay is suggested according to observable changes in student properties during playing the game. Both the personalization and adaptation of the maze containing puzzles are specified by XML descriptions, which are used by different software instruments for building the whole game and for analyzing the outcomes of its playing. There are discussed the design principles of personalized maze games allowing teachers and educators to create and apply their educational games.

[1]  Jan Smeddinck,et al.  Personalized and Adaptive Serious Games , 2015, Entertainment Computing and Serious Games.

[2]  Albena Antonova,et al.  Smart Services for Managing the Design of Personalized Educational Video Games , 2019, BCI.

[3]  Baldur Steingrimsson,et al.  Ecosystem for Engineering Design Learning: A Comparative Analysis , 2017 .

[4]  Ralf Steinmetz,et al.  Serious games for health: personalized exergames , 2010, ACM Multimedia.

[5]  D. Kolb Experiential Learning: Experience as the Source of Learning and Development , 1983 .

[6]  Francisco Luis Gutiérrez Vela,et al.  From Usability to Playability: Introduction to Player-Centred Video Game Development Process , 2009, HCI.

[7]  Boyan Bontchev,et al.  Towards a Taxonomy of Instruments for Facilitated Design and Evaluation of Video Games for Education , 2020, CompSysTech.

[8]  Iván Martínez-Ortiz,et al.  Educational game design for online education , 2008, Comput. Hum. Behav..

[9]  Elena Paunova-Hubenova ARE THE SCHOOL TEACHERS READY TO START USING SMART ADAPTIVE VIDEO GAMES FOR EDUCATION , 2019 .

[10]  J. Zagal Ludoliteracy: Defining, Understanding, and Supporting Games Education , 2010 .

[11]  Jeffrey Earp,et al.  Paving the Way to Game Based Learning: A Question Matrix for Teacher Reflection , 2012, VS-GAMES.

[12]  A Antonova,et al.  Designing Scenarios for Personalized Learning: Enabling Teachers to Apply Educational Video Games in Class , 2019 .

[13]  Rafael Bidarra,et al.  A semantic generation framework for enabling adaptive game worlds , 2011, Advances in Computer Entertainment Technology.

[14]  Robertas Damaševičius,et al.  An Educational Math Game for High School Students in Sub-Saharan Africa , 2018, ICAI.

[15]  Francisco Jurado,et al.  An exploratory study in the use of gamer profiles and learning styles to build educational videogames , 2017 .

[16]  Dirk Ifenthaler,et al.  An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-based Learning , 2014, J. Educ. Technol. Soc..

[17]  Boyan Bontchev,et al.  Playing style recognition through an adaptive video game , 2017, Comput. Hum. Behav..

[18]  Yavor Dankov,et al.  General Architectural Framework for Business Visual Analytics , 2018, BMSD.

[19]  A. Antonova,et al.  EXPLORING PUZZLE-BASED LEARNING FOR BUILDING EFFECTIVE AND MOTIVATIONAL MAZE VIDEO GAMES FOR EDUCATION , 2019, EDULEARN19 Proceedings.

[20]  Boyan Bontchev,et al.  Adaptation in Affective Video Games: A Literature Review , 2016 .

[21]  S. Petrovica MULTI-LEVEL ADAPTATION OF AN EDUCATIONAL GAME TO INDIVIDUAL STUDENT’S GAMEPLAY, KNOWLEDGE AND EMOTIONS , 2017 .

[22]  Yunhao Huo A Pedagogy-Based Framework for Optimizing Learning Efficiency across Multiple Disciplines in Educational Games , 2019 .