How to Tailor Educational Maze Games: The Student's Preferences

被引:5
作者
Terzieva, Valentina [1 ]
Bontchev, Boyan [2 ]
Dankov, Yavor [2 ]
Paunova-Hubenova, Elena [1 ]
机构
[1] Bulgarian Acad Sci, Inst Informat & Commun Technol, Acad G Bonchev St,Bl 2, Sofia 1113, Bulgaria
[2] Sofia Univ, Fac Math & Informat, St Kl Ohridski, Sofia 1164, Bulgaria
关键词
personalization; game-based learning; educational games; maze video games; APOGEE; VIDEO GAMES; GAMIFICATION; STYLES;
D O I
10.3390/su14116794
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
Personalized learning has gained in popularity over the past decade. It provides learners with learning resources that comply with their characteristics and preferences or offers them tasks and quizzes adapted to their performance. This research presents how we apply this concept to an educational video maze game created and generated on the APOGEE platform. In particular, this article explores the following three research questions: (1) Which characteristics in the student's model should be considered for the personalization of educational video games? (2) What are the student's preferences regarding the personalization of educational video games? (3) How should the process of personalization of educational video games be organized? The answers to these questions are found by conducting practical experiments concerning user experience with the educational maze video game. The article also describes the model of students comprising user's, learner's, and player's aspects with both static and dynamic features. Further, the personalization process of educational games based on this model is described. The results showing the student's preferences are presented and critically examined. The provided discussion involves the disparities in the preferences of different groups of students concerning the amounts of play of learning games, preferred mini-games, and parameters to which educational materials should be tailored.
引用
收藏
页数:26
相关论文
共 64 条
[21]  
del Blanco A, 2010, 2010 IEEE 10th International Conference on Advanced Learning Technologies (ICALT 2010), P644, DOI 10.1109/ICALT.2010.183
[22]  
Deterding S., 2011, En: CHI 2011 Workshop Gamification: Using Game Design Elements in Non-Game Contexts
[23]  
Deykov Y., 2013, 1 INT C MODERN TECHN, V1, P45
[24]  
Deykov Y., 2017, INT C MOD TECHN CULT, V5, P17
[25]   Gamifying education: what is known, what is believed and what remains uncertain: a critical review [J].
Dichev, Christo ;
Dicheva, Darina .
INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, 2017, 14
[26]  
Dicheva D, 2015, EDUC TECHNOL SOC, V18, P75
[27]  
Dol S. M., 2017, J Engin Educ Trans, V30, P103
[28]  
Dorner R., 2016, Serious Games: Foundations, Concepts and Practice, DOI [10.1007/978-3-319-40612-1, DOI 10.1007/978-3-319-40612-1]
[29]   Dimensions of personalisation in technology-enhanced learning: A framework and implications for design [J].
FitzGerald, Elizabeth ;
Kucirkova, Natalia ;
Jones, Ann ;
Cross, Simon ;
Ferguson, Rebecca ;
Herodotou, Christothea ;
Hillaire, Garron ;
Scanlon, Eileen .
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY, 2018, 49 (01) :165-181
[30]  
Fleming ND., 1992, IMPROVE ACAD, V11, P137, DOI [10.1002/j.2334-4822.1992.tb00213.x, DOI 10.1002/J.2334-4822.1992.TB00213.X]