Learning prosocial skills through multiadaptive games: a case study

Digital games introduce an innovative means for teaching prosocial skills to students; however, the lack of proper personalization features in the games may result in the degradation of the learning process. This paper aims to study whether the performance of students in a prosocial game could be improved by an intelligent AI adaptation mechanism. To this end, a novel hybrid adaptation manager capable of assisting students playing prosocial games is presented. Our approach consists of a combination of two adaptation mechanisms that process personalization information both offline and in real-time. Both implementations are based on artificial intelligence techniques and adjust game content in order to increase the chances of players attaining the game’s specific learning objectives concerning prosocial skills. In particular, the online mechanism maintains a player engagement profile for game elements that are intended to represent the pedagogical practices of corrective feedback and positive reinforcement. On the other hand, offline adaptation matches players to game scenarios according to the players’ ability and the game scenarios’ ranking. The efficiency of the proposed adaptation manager as a tool for enhancing students’ performance in a prosocial game is demonstrated through a small-scale experiment, under real-time conditions in a school environment, using the prosocial game “Path of Trust.”

[1]  Gwo-Jen Hwang,et al.  Development of an Adaptive Learning System with Multiple Perspectives based on Students? Learning Styles and Cognitive Styles , 2013, J. Educ. Technol. Soc..

[2]  Rafael Bidarra,et al.  In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .

[3]  Boyang Li,et al.  An Offline Planning Approach to Game Plotline Adaptation , 2010, AIIDE.

[4]  Eric Jamet,et al.  Digital game-based learning: Impact of instructions and feedback on motivation and learning effectiveness , 2013, Comput. Educ..

[5]  C. Anderson,et al.  The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies , 2009, Personality & social psychology bulletin.

[6]  Jodi Asbell-Clarke,et al.  Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning , 2016, Comput. Hum. Behav..

[7]  Margherita Antona,et al.  Universal Access in Human-Computer Interaction. Interaction Techniques and Environments , 2016, Lecture Notes in Computer Science.

[8]  Elke E. Mattheiss,et al.  Undercover: Non-invasive, adaptive interventions in educational games , 2009 .

[9]  James J. Appleton,et al.  Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument , 2006 .

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

[11]  Gavriel Salvendy,et al.  Effects of different scenarios of game difficulty on player immersion , 2010, Interact. Comput..

[12]  Petros Daras,et al.  Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust , 2016, Int. J. Serious Games.

[13]  Tatsuji Takahashi,et al.  A Loosely Symmetric Model of Cognition , 2009, European Conference on Artificial Life.

[14]  Eugénio C. Oliveira,et al.  Real-Time Psychophysiological Emotional State Estimation in Digital Gameplay Scenarios , 2013, EANN.

[15]  Aleksandr Kogan,et al.  The sociocultural appraisals, values, and emotions (SAVE) framework of prosociality: core processes from gene to meme. , 2014, Annual review of psychology.

[16]  Georgios N. Yannakakis,et al.  Real-Time Game Adaptation for Optimizing Player Satisfaction , 2009, IEEE Transactions on Computational Intelligence and AI in Games.

[17]  Petros Daras,et al.  Multimodal affective state recognition in serious games applications , 2016, 2016 IEEE International Conference on Imaging Systems and Techniques (IST).

[18]  Shawn Y. Holmes,et al.  Assessing twenty‐first century skills through a teacher created video game for high school biology students , 2010 .

[19]  Guillaume Chanel,et al.  Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.

[20]  Darryl Charles,et al.  Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .

[21]  Ralf Dörner,et al.  Entertainment Computing and Serious Games - International GI-Dagstuhl Seminar 15283 , 2016 .

[22]  Serkan Dinçer,et al.  The effects of multiple-pedagogical agents on learners' academic success, motivation, and cognitive load , 2017, Comput. Educ..

[23]  Allison B. Dymnicki,et al.  The impact of enhancing students' social and emotional learning: a meta-analysis of school-based universal interventions. , 2011, Child development.

[24]  Petros Daras,et al.  Path of Trust: A Prosocial Co-op Game for Building up Trustworthiness and Teamwork , 2015, GALA.

[25]  Ching-Hsue Cheng,et al.  A Game-based learning system for improving student's learning effectiveness in system analysis course , 2012 .

[26]  William V. Wright,et al.  A Theory of Fun for Game Design , 2004 .

[27]  Alan J. Dix,et al.  Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) , 2005, DiGRA Conference.

[28]  Robin Hunicke,et al.  The case for dynamic difficulty adjustment in games , 2005, ACE '05.

[29]  Charlotte Lærke Weitze Developing goals and objectives for gameplay and learning , 2014 .

[30]  Petros Daras,et al.  Body Motion Analysis for Emotion Recognition in Serious Games , 2016, HCI.

[31]  Mounia Lalmas,et al.  Measuring User Engagement , 2014, Measuring User Engagement.

[32]  Herre van Oostendorp,et al.  Adapting the Complexity Level of a Serious Game to the Proficiency of Players , 2013, EAI Endorsed Trans. Serious Games.

[33]  Sébastien George,et al.  Adaptive Gamification for Learning Environments , 2019, IEEE Transactions on Learning Technologies.

[34]  Robert Hubal,et al.  Predicting Students’ Decisions in a Training Simulation: A Novel Application of TrueSkill , 2018, IEEE Transactions on Games.

[35]  Jennifer A. Fredricks,et al.  School Engagement: Potential of the Concept, State of the Evidence , 2004 .

[36]  Herre van Oostendorp,et al.  A meta-analytic review of the role of instructional support in game-based learning , 2013, Comput. Educ..

[37]  Boyan Bontchev,et al.  Affect-based adaptation of an applied video game for educational purposes , 2017, Interact. Technol. Smart Educ..

[38]  Sue Bennett,et al.  Conceptualising technology practice in education using Bourdieu's sociology , 2018 .

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

[40]  C. Kinzer,et al.  Foundations of Game-Based Learning , 2015 .

[41]  Dietrich Albert,et al.  Challenges in the Development and Evaluation of Immersive Digital Educational Games , 2008, USAB.

[42]  Petros Daras,et al.  Multimodal Student Engagement Recognition in Prosocial Games , 2018, IEEE Transactions on Games.

[43]  A. Elo The rating of chessplayers, past and present , 1978 .

[44]  Elke E. Mattheiss,et al.  A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games , 2011, Int. J. Game Based Learn..

[45]  Serkan Diner,et al.  The effects of multiple-pedagogical agents on learners academic success, motivation, and cognitive load , 2017 .

[46]  Fred M. Newmann,et al.  Continuing the bifurcation of affect and cognition , 1996 .