Cited by this article: 158
Peirce, Neil, Owen Conlan, and Vincent Wade. "Adaptive educational games: Providing non-invasive personalised learning experiences." Digital Games and Intelligent Toys Based Education, 2008 Second IEEE International Conference on. IEEE, 2008.
Keywords:
What’s the Big Idea: Games can’t be created one-size-fits-all. Adapting the learner experience without invasion is studied.
Terms to get familiar with: ALIGN (Adaptive Learning In Games through Non-invasion), Adaptive Hypermedia [14], Dynamic Difficulty Adjustment, path finding, NPC (Non Playing Character) behavior [15]
Research questions/Hypothesis, methods used in research/conclusions: Realizing motivation through appropriate challenge, curiosity, fantasy, and control there remains great potential to address the under-motivated learner. This paper details a reusable architecture that supports the approach. (ALIGN)
Research Papers to read from this article:
1. L. P. Rieber, "Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games," Etr&D-Educational Technology Research and Development, vol.44, pp. 43-58, 1996.
2. G. K. Akilli, "Games and Simulations: A New Approach in Education?," in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds.: Information Science Pub., 2007, pp. 1-20.
3. R. Van Eck, "Building Artificially Intelligent Learning Games," in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds.: Information Science Pub., 2007, pp. 271-307.
4. P. Brusilovsky, "Methods and techniques of adaptive hypermedia," User Modeling and User-Adapted Interaction, vol.6, pp. 87-129, Jul 1996. (Pubitemid 126716208)
5. O. Conlan and V. P. Wade, "Evaluation of APeLS - An adaptive eLearning service based on the multi-model, metadata-driven approach," Adaptive Hypermedia and Adaptive Web-Based Systems, Proceedings, vol.3137, pp. 291- 295, 2004.
6. T. W. Malone and M. R. Lepper, "Making learning fun: A taxonomy of intrinsic motivations for learning," Aptitude, learning, and instruction, vol.3, pp. 223-253, 1987.
13 E. Wenger, Artificial intelligence and tutoring systems: computational and cognitive approaches to the communication of knowledge: Morgan Kaufmann Publishers Inc. San Francisco, CA, USA, 1987.
14 P. Brusilovsky, "Adaptive Hypermedia," User Modeling and User-Adapted Interaction, vol.11, pp. 87-110, 2001. (Pubitemid 32409026)
15 D. Charles, "Enhancing Gameplay: Challenges for Artificial Intelligence in Digital Games," in 1st World Conference on Digital Games, University of Utrecht, The Netherlands, 2003.
Peirce, Neil, Owen Conlan, and Vincent Wade. "Adaptive educational games: Providing non-invasive personalised learning experiences." Digital Games and Intelligent Toys Based Education, 2008 Second IEEE International Conference on. IEEE, 2008.
Keywords:
What’s the Big Idea: Games can’t be created one-size-fits-all. Adapting the learner experience without invasion is studied.
Terms to get familiar with: ALIGN (Adaptive Learning In Games through Non-invasion), Adaptive Hypermedia [14], Dynamic Difficulty Adjustment, path finding, NPC (Non Playing Character) behavior [15]
Research questions/Hypothesis, methods used in research/conclusions: Realizing motivation through appropriate challenge, curiosity, fantasy, and control there remains great potential to address the under-motivated learner. This paper details a reusable architecture that supports the approach. (ALIGN)
Research Papers to read from this article:
1. L. P. Rieber, "Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games," Etr&D-Educational Technology Research and Development, vol.44, pp. 43-58, 1996.
2. G. K. Akilli, "Games and Simulations: A New Approach in Education?," in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds.: Information Science Pub., 2007, pp. 1-20.
3. R. Van Eck, "Building Artificially Intelligent Learning Games," in Games and Simulations in Online Learning: Research and Development Frameworks, D. Gibson, C. Aldrich, and M. Prensky, Eds.: Information Science Pub., 2007, pp. 271-307.
4. P. Brusilovsky, "Methods and techniques of adaptive hypermedia," User Modeling and User-Adapted Interaction, vol.6, pp. 87-129, Jul 1996. (Pubitemid 126716208)
5. O. Conlan and V. P. Wade, "Evaluation of APeLS - An adaptive eLearning service based on the multi-model, metadata-driven approach," Adaptive Hypermedia and Adaptive Web-Based Systems, Proceedings, vol.3137, pp. 291- 295, 2004.
6. T. W. Malone and M. R. Lepper, "Making learning fun: A taxonomy of intrinsic motivations for learning," Aptitude, learning, and instruction, vol.3, pp. 223-253, 1987.
13 E. Wenger, Artificial intelligence and tutoring systems: computational and cognitive approaches to the communication of knowledge: Morgan Kaufmann Publishers Inc. San Francisco, CA, USA, 1987.
14 P. Brusilovsky, "Adaptive Hypermedia," User Modeling and User-Adapted Interaction, vol.11, pp. 87-110, 2001. (Pubitemid 32409026)
15 D. Charles, "Enhancing Gameplay: Challenges for Artificial Intelligence in Digital Games," in 1st World Conference on Digital Games, University of Utrecht, The Netherlands, 2003.