Educationally Adaptive: Balancing Serious Games

A key factor for the success and efficacy of an educational medium is the extent to which it is capable of addressing the preferences, abilities, strengths, weaknesses, and goals of individual learners. Research in the field of learning and instruction has demonstrated in the past that one on one tutoring is the most effective and powerful way of teaching. Ever since, the research community attempted to equip artificial systems with the strength and abilities of human tutors. Specifically in a medium such as educational computer games an appropriate personalization is a key factor for fun, immersion, and ultimately learning. The same holds true for serious, in particular educational, games. Because the key strength of serious games is seen in their intrinsic motivational potential, it’s all about focusing on the learners. More importantly, in contrast to conventional educational systems, in games this means accounting for both, a game related and a learning related hemisphere. This report attempts to emphasize the importance of advancing a construct such “educational game AI” and it illustrates recent technologies and approaches.

[1]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[2]  Russell A Poldrack,et al.  Secondary-task effects on classification learning , 2007, Memory & cognition.

[3]  Mykola Pechenizkiy,et al.  Tailoring of Feedback in Web-Based Learning: The Role of Response Certitude in the Assessment , 2008, Intelligent Tutoring Systems.

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

[5]  Peter Brusilovsky,et al.  Adaptive and Intelligent Web-based Educational Systems , 2003, Int. J. Artif. Intell. Educ..

[6]  Lennart E. Nacke,et al.  Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience , 2009, ArXiv.

[7]  Wallace H. Wulfeck,et al.  Adapting Instruction , 2009, HCI.

[8]  Joseph Campbell,et al.  The Hero with a Thousand Faces , 1949 .

[9]  Stephen H. Fairclough,et al.  Fundamentals of physiological computing , 2009, Interact. Comput..

[10]  Klaus-Robert Müller,et al.  The Berlin Brain-Computer Interface (BBCI) – towards a new communication channel for online control in gaming applications , 2007, Multimedia Tools and Applications.

[11]  Matthias Rauterberg,et al.  Incongruity-Based Adaptive Game Balancing , 2009, ACG.

[12]  S. Göbel,et al.  80 Days : Melding Adaptive Educational Technology and Adaptive and Interactive Storytelling in Digital Educational Games , 2008 .

[13]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[14]  Wijnand A. IJsselsteijn,et al.  Dynamic Game Balancing by Recognizing Affect , 2008, Fun and Games.

[15]  P. Chandler,et al.  THE SPLIT‐ATTENTION EFFECT AS A FACTOR IN THE DESIGN OF INSTRUCTION , 1992 .

[16]  Wijnand A. IJsselsteijn,et al.  Creating an Emotionally Adaptive Game , 2008, ICEC.

[17]  Zbigniew Michalewicz,et al.  Adapting to human game play , 2008, 2008 IEEE Symposium On Computational Intelligence and Games.

[18]  Helge J. Ritter,et al.  2009 Special Issue: The MindGame: A P300-based brain-computer interface game , 2009 .

[19]  H. Jaap van den Herik,et al.  Extraversion in Games , 2010, Computers and Games.

[20]  Dietrich Albert,et al.  Tracking the UFO's Paths: Using Eye-Tracking for the Evaluation of Serious Games , 2011, HCI.

[21]  Ashok Patel,et al.  User Adaptation in Supporting Exploration Tasks in Virtual Learning Environments , 2006 .

[22]  Jean-Claude Falmagne,et al.  Knowledge spaces , 1998 .

[23]  Jean-Claude Falmagne,et al.  Learning Spaces: Interdisciplinary Applied Mathematics , 2010 .

[24]  V. Shute Focus on Formative Feedback , 2008 .

[25]  M. David Merrill,et al.  First principles of instruction , 2012 .

[26]  Dietrich Albert,et al.  The Effects of Individualized Feedback in Digital Educational Games , 2009 .

[27]  Dietrich Albert,et al.  Individualized Skill Assessment in Digital Learning Games: Basic Definitions and Mathematical Formalism , 2011, IEEE Transactions on Learning Technologies.

[28]  Dietrich Albert,et al.  Micro-adaptivity: protecting immersion in didactically adaptive digital educational games , 2010, J. Comput. Assist. Learn..

[29]  Peter Brusilovsky,et al.  Adaptive Hypermedia , 2001, User Modeling and User-Adapted Interaction.

[30]  B. Bloom The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring , 1984 .

[31]  Ralf Steinmetz,et al.  Narrative Game-based Learning Objects for Story-based Digital Educational Games , 2009 .

[32]  Kevin Kok Wai Wong Adaptive Computer Game System Using Artificial Neural Networks , 2007, ICONIP.

[33]  Thomas W. Malone,et al.  Toward a Theory of Intrinsically Motivating Instruction , 1981, Cogn. Sci..

[34]  L. Cronbach,et al.  Aptitude and instructional methods , 1977 .

[35]  D. Broadbent,et al.  What makes interruptions disruptive? A study of length, similarity, and complexity , 1989 .

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

[37]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[38]  Demetrios G. Sampson,et al.  Personalised Learning: Educational, Technological and Standardisation Perspective , 2002 .

[39]  Christina M. Steiner,et al.  Little Big Difference: Gender Aspects and Gender-Based Adaptation in Educational Games , 2009, Edutainment.

[40]  Michael Nitsche Designing Procedural Game Spaces : A Case Study , 2006 .