2021
DOI: 10.1108/itse-05-2020-0069
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Personalization of serious games for learning

Abstract: Purpose The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of the student that comprises user, learner and player-related aspects of the student’s profile. Each of the considered user, learner and player sub-models has a static and dynamic group of characteristics. These characteristics assist general approaches for learning mazes game personalization applied to embedded mini-games (desi… Show more

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Cited by 23 publications
(8 citation statements)
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“…Users can also develop their skills in critical thinking, decision-making, problemsolving, social interaction, time management, and so on by actively exploring the serious game content in a safe environment without physical constraints [22][23][24][25]. Adaptive and personalized functions and immediate feedback offered by the game system also promote users' continuous learning cycles while retaining user engagement [26,27]. Previous literature has shown the effectiveness of serious games designed with diverse objectives, such as improving retention of knowledge [28], pain relief [29], and medication adherence [20] in the context of various diseases.…”
Section: The Use Of Serious Gamesmentioning
confidence: 99%
“…Users can also develop their skills in critical thinking, decision-making, problemsolving, social interaction, time management, and so on by actively exploring the serious game content in a safe environment without physical constraints [22][23][24][25]. Adaptive and personalized functions and immediate feedback offered by the game system also promote users' continuous learning cycles while retaining user engagement [26,27]. Previous literature has shown the effectiveness of serious games designed with diverse objectives, such as improving retention of knowledge [28], pain relief [29], and medication adherence [20] in the context of various diseases.…”
Section: The Use Of Serious Gamesmentioning
confidence: 99%
“…Adaptation refers to the continuous adjustment of the game based on the user's actions and performance and the game's current state towards the desired state (Bontchev et al, 2021;Göbel & Wendel, 2016;Khudhair Abbas Ahmed, 2016;Paraschos & Koulouriotis, 2023;Zhu & Ontañón, 2020). Personalization in serious games can be established through adjustments in the game content and support adapted to a player's personal abilities or needs (Paraschos & Koulouriotis, 2023).…”
Section: Game Adaptation and Personalisationmentioning
confidence: 99%
“…Whilst there is no absolute agreement on a definition of serious games (SG), most scholars agree on a core meaning when the primary purpose of SGs is within education (Bontchev et al, 2021). In particular, when applications from relevant areas such as game-based learning (Deterding et al, 2011; Plass et al, 2015) are included rather than simply entertaining (Landers, 2014; Susi et al, 2007; Michael & Chen, 2005).…”
Section: The Nature and Importance Of Reframingmentioning
confidence: 99%