skip to main content
10.1145/1496984.1497021acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfutureplayConference Proceedingsconference-collections
research-article

Intelligent adaptation of digital game-based learning

Published: 03 November 2008 Publication History

Abstract

Games for learning cannot take the same design approach as games when targeting audiences. While players of entertainment games have the luxury of choosing games that suit them, students using digital games for learning typically have a single game for them to learn from, regardless of whether or not it fits their playing style or learning needs. We contend that this problem can be addressed by creating games that identify the kind of player-learner using the game and adapts itself to best fit that individual. These adaptive games can specialize themselves according to a student's learning needs, gameplay preferences, and learning style. We present a prototype mini-game, called S.C.R.U.B., which employs this method for teaching microbiology concepts.

References

[1]
Dunn, R., Dunn, K., & Price, G. E. (1984). Learning style inventory. Lawrence, KS: Price Systems.
[2]
Kolb, D. (1984). Experiential learning: Experience as the source of learning and development. New Jersey: Prentice-Hall.
[3]
Coffield, F., Moseley, D., Hall, E., and Ecclestone, K., 2004. Should we be using learning styles? What research has to say to practice. Learning and Skills Research Centre, London.
[4]
Dweck, C. S., & Leggett, E. L. (1988). A social-cognitive approach to motivation and personality. Psychological Review, 95, 256--273.
[5]
Lee, F. K., Sheldon, K. M., & Turban, D. B. (2003). Personality and the goal striving process: The influence of achievement goal patterns, goal level, and mental focus on performance and enjoyment. Journal of Applied Psychology, 88, 256--265.
[6]
Beswick, D. G. (1974). "Intrinsic Motivation in Senior Secondary School Students." Education Research and Perspectives 1: 15--25.
[7]
Beswick, D. G. (2007). Management implications of the interaction between intrinsic motivation and extrinsic rewards. Notes from seminar presentation February 16, 2007, University of Melbourne. http://www.beswick.info/psychres/management.htm
[8]
Beswick, D. G. (1971). Cognitive process theory of individual differences in curiosity. In H. I. Day, D. E. Berlyne, & D. E. Hunt (Eds.). Intrinsic motivation: A new direction in education. Toronto: Holt, Rinehart and Winston of Canada.
[9]
Bartle, R. A. 1996. Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD Research, 1(1).
[10]
Yee, N. 2006. Motivations of Play in Online Games. CyberPsychology and Behavior, Vol. 9, No. 6: 772--775.
[11]
Heeter, C. and Winn, B. 2008. Gender Identity, Playstyle, and the Design of Games for Classroom Learning Beyond Barbie and Mortal Kombat: New perspectives in Gender, Gaming, and Computing. Kafai, Y., Heeter, C., Denner, J. and Sun, J., Eds. MIT Press
[12]
Magerko, B. 2008. The Future of Digital Game-Based Learning, Handbook of Effective Electronic Gaming in Education, ed. Ferdig, R., IGI Global.

Cited By

View all
  • (2024)Discussing the Protagonist Role of Students in Game-Based LearningProceedings of the ACM on Human-Computer Interaction10.1145/36770658:CHI PLAY(1-24)Online publication date: 15-Oct-2024
  • (2024)Recognizing students emotions in game-based learning environmentInternational Journal of Information Technology10.1007/s41870-024-01802-4Online publication date: 6-Apr-2024
  • (2023)A Typology of Metagamers: Identifying Player Types Based on Beyond the Game ActivitiesGames and Culture10.1177/15554120231187758Online publication date: 1-Aug-2023
  • Show More Cited By

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 November 2008

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. adaptive games
  2. player types
  3. user modeling

Qualifiers

  • Research-article

Conference

FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)15
  • Downloads (Last 6 weeks)3
Reflects downloads up to 14 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Discussing the Protagonist Role of Students in Game-Based LearningProceedings of the ACM on Human-Computer Interaction10.1145/36770658:CHI PLAY(1-24)Online publication date: 15-Oct-2024
  • (2024)Recognizing students emotions in game-based learning environmentInternational Journal of Information Technology10.1007/s41870-024-01802-4Online publication date: 6-Apr-2024
  • (2023)A Typology of Metagamers: Identifying Player Types Based on Beyond the Game ActivitiesGames and Culture10.1177/15554120231187758Online publication date: 1-Aug-2023
  • (2023)Integrating Stereotype User Models for Adaptive Scenarios in Game Playing within Immersive Virtual Environments2023 18th International Workshop on Semantic and Social Media Adaptation & Personalization (SMAP)18th International Workshop on Semantic and Social Media Adaptation & Personalization (SMAP 2023)10.1109/SMAP59435.2023.10255160(1-6)Online publication date: 25-Sep-2023
  • (2023)Modeling User Profile in Gamification Based e-Learning Using k-Means Clustering2023 9th International Conference on Education and Technology (ICET)10.1109/ICET59790.2023.10435205(152-157)Online publication date: 7-Oct-2023
  • (2022)Serious Gaming for Behaviour Change: A Systematic ReviewInformation10.3390/info1303014213:3(142)Online publication date: 8-Mar-2022
  • (2022)Attractive way to teach and learn mathematics using role-playing games: A literature reviewPROCEEDINGS OF THE 4TH INTERNATIONAL SEMINAR ON INNOVATION IN MATHEMATICS AND MATHEMATICS EDUCATION (ISIMMED) 2020: Rethinking the role of statistics, mathematics and mathematics education in society 5.0: Theory, research, and practice10.1063/5.0111155(080016)Online publication date: 2022
  • (2022)Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt toEntertainment Computing10.1016/j.entcom.2021.10046841(100468)Online publication date: Mar-2022
  • (2021)Primary school students’ foreign language anxiety in collaborative and individual digital game-based learningComputer Assisted Language Learning10.1080/09588221.2021.200897936:8(1587-1607)Online publication date: 22-Dec-2021
  • (2021)Back to Basics: Explainable AI for Adaptive Serious GamesSerious Games10.1007/978-3-030-88272-3_6(67-81)Online publication date: 5-Oct-2021
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media