Using CbKST for Learning Path Recommendation in Game-based Learning

This paper presents a novel approach how learning paths consisting of game units can be created and adapted to learners based on their behavior during the game play. Non-invasive assessment procedures interpret the behavior and calculate information about the competences of the learners. A user model holds probabilistic information on the competence profile. Based on this competence profile game units/stories are recommended fitting to the actual competence state of the learner. This approach is part of the EC-funded TARGET project which provides the technical infrastructure regarding the 3D virtual game environment. The innovative part of this paper is the adaptive learning strategy and how it can be included in a game-based environment. The user perspective is demonstrated on a concrete scenario where the learner has to solve a task in the game-based environment.