Skip to main content

Educational Video Game Design Using Personalized Learning Scenarios

  • Conference paper
  • First Online:
Computational Science and Its Applications – ICCSA 2020 (ICCSA 2020)

Abstract

Educational video games are considered interactive, user-oriented, and motivating learning instruments, allowing delivery of tailored learning experiences. Designing and implementing adaptive and personalized educational video games can become a suitable tool for teachers in student-centric learning. In this context, the present research aims to outline how mini puzzle games adaptable to the individual learner and proactive learning scenarios can help teachers to adopt enhanced strategies for game-based learning, based on students’ personalization and adaptation. The paper presents design approaches for adjusting educational video mazes to both individual and group student models, which are based on personalization and adaptation. It describes how basic learning scenarios can be personalized once at the level of the maze game by selecting puzzles appropriate for a given individual student and, next, inside each of the puzzles. While the personalization of the learning content and its structuring and presentation is realized statically, a dynamic adaptation of both the content difficulty and gameplay is suggested according to observable changes in student properties during playing the game. Both the personalization and adaptation of the maze containing puzzles are specified by XML descriptions, which are used by different software instruments for building the whole game and for analyzing the outcomes of its playing. There are discussed the design principles of personalized maze games allowing teachers and educators to create and apply their educational games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Zagal, J.P.: Ludoliteracy: Defining Understanding and Supporting Games Education. ETC Press, Halifax (2010)

    Google Scholar 

  2. Göbel, S., Hardy, S., Wendel, V., Mehm, F., Steinmetz, R.: Serious games for health: personalized exergames. In: Proceedings of the 18th ACM International Conference on Multimedia, pp. 1663–1666. ACM (2010)

    Google Scholar 

  3. Jurado, F., Meza, R.E.: An exploratory study in the use of gamer profiles and learning styles to build educational videogames. Int. J. Eng. Educ. 33(2), 1–10 (2017)

    Google Scholar 

  4. Miliband, D.: Personalised learning: building a new relationship with schools. In: Speech by the Minister of State for School Standards to the North of England Education Conference (2004)

    Google Scholar 

  5. Antonova, A., Bontchev, B.: Designing scenarios for personalized learning: enabling teachers to apply educational video games in class. Int. J. Educ. Learn. Syst. 4, 20–26 (2019)

    Google Scholar 

  6. Paunova-Hubenova, E.: Are the school teachers ready to start using smart adaptive video games for education? In: Proceedings of the 13th International Technology, Education and Development Conference, Valencia, Spain, pp. 5191–5199 (2019). https://doi.org/10.21125/inted.2019.1294,

  7. APOGEE Project. http://apogee.online/index-en.html. Accessed 26 May 2020

  8. Bontchev, B.: Adaptation in affective video games: a literature review. Cybern. Inf. Technol. 16(3), 3–34 (2016)

    MathSciNet  Google Scholar 

  9. Terzieva, V.: Personalisation in educational games – a case study. In: Proceedings of 11th Annual International Conference on Education and New Learning Technologies, Palma de Mallorca, Spain, pp. 7036–7044 (2019). ISBN 978-84-09-12031-4

    Google Scholar 

  10. Moreno-Ger, P., Burgos, D., Martínez-Ortiz, I., Sierra, J.L., Fernández-Manjón, B.: Educational game design for online education. Comput. Hum. Behav. 24(6), 2530–2540 (2008)

    Article  Google Scholar 

  11. Streicher, A., Smeddinck, J.D.: Personalized and adaptive serious games. In: Dörner, R., Göbel, S., K-R, M., Masuch, M., Zweig, K. (eds.) Entertainment Computing and Serious Games. LNCS, vol. 9970, pp. 332–377. Springer, Cham (2016). https://doi.org/10.1007/978-3-319-46152-6_14

    Chapter  Google Scholar 

  12. Lopes, R., Bidarra, R.: A semantic generation framework for enabling adaptive game worlds. In: Proceedings of 8th International Conference on Advances in Computer Entertainment Technology, pp. 1–8 (2011)

    Google Scholar 

  13. Ney, M., Emin, V., Earp, J.: Paving the way to game based learning: a question matrix for teacher reflection. Procedia Comput. Sci. 15, 17–24 (2012)

    Article  Google Scholar 

  14. Oyesiku, D., Adewumi, A., Misra, S., Ahuja, R., Damasevicius, R., Maskeliunas, R.: An educational math game for high school students in Sub-Saharan Africa. In: Florez, H., Diaz, C., Chavarriaga, J. (eds.) ICAI 2018. CCIS, vol. 942, pp. 228–238. Springer, Cham (2018). https://doi.org/10.1007/978-3-030-01535-0_17

    Chapter  Google Scholar 

  15. Huo, Y.: A pedagogy-based framework for optimizing learning efficiency across multiple disciplines in educational games. Int. J. Inf. Educ. Technol. 9(10), 704–709 (2019). https://doi.org/10.18178/ijiet.2019.9.10.1290

    Google Scholar 

  16. Kolb, D.A.: Experiential Learning: Experience as the Source of Learning and Development. FT Press, Upper Saddle River (2014)

    Google Scholar 

  17. Petrovica, S.: Multi-level adaptation of an educational game to individual student’s gameplay, knowledge and emotions. In: Proceedings of 9th International Conference on Education and New Learning Technologies, IATED, pp. 2220–2230 (2017). https://doi.org/10.21125/edulearn.2017.1462

  18. Bontchev, B., Georgieva, O.: Playing style recognition through an adaptive video game. Comput. Hum. Behav. 82, 136–147 (2018). https://doi.org/10.1016/j.chb.2017.12.040

    Article  Google Scholar 

  19. Eseryel, D., Law, V., Ifenthaler, D., Ge, X., Miller, R.: An investigation of the interrelationships between motivation, engagement, and complex problem solving in game-based learning. Educ. Technol. Soc. 17(1), 42–53 (2014)

    Google Scholar 

  20. Norris, J.M., Davis, M.J., Timple-Laughlin, V.: Second Language Educational Experiences for Adult Learners (1). Routledge, New York (2017)

    Book  Google Scholar 

  21. Kiliçkaya, F.: Infusing action mazes into language assessment class using quandary. In: Asutay, H. (ed.) Balkan Educational Studies – 2017, pp. 223–231 (2017)

    Google Scholar 

  22. Antonova, A., Bontchev, B.: Exploring puzzle-based learning for building effective and motivational maze video games for education. In: Proceedings of 11th Annual International Conference on Education and New Learning Technologies, pp. 2425–2434 (2019). ISBN 978-84-09-12031-4

    Google Scholar 

  23. Antonova, A., Dankov, Y., and Bontchev, B., Smart services for managing the design of personalized educational video games. In: Proceedings of ACM International 9th Balkan Conference in Informatics (BCI 2019). ACM (2019). https://doi.org/10.1145/3351556.3351574

  24. Dankov, Y., Bontchev, B.: Towards a taxonomy of instruments for facilitated design and evaluation of video games for education. In: Proceedings of ACM International Conference on Computer Systems and Technologies (CompSysTech 2020). ACM (2020)

    Google Scholar 

  25. Dankov, Y., Birov, D.: General architectural framework for business visual analytics. In: Shishkov, B. (ed.) BMSD 2018. LNBIP, vol. 319, pp. 280–288. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-94214-8_19

    Chapter  Google Scholar 

  26. González Sánchez, J.L., Padilla Zea, N., Gutiérrez, F.L.: From usability to playability: introduction to player-centred video game development process. In: Kurosu, M. (ed.) HCD 2009. LNCS, vol. 5619, pp. 65–74. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-02806-9_9

    Chapter  Google Scholar 

Download references

Acknowledgements

The research leading to these results has received funding from the APOGEE project, funded by the Bulgarian National Science Fund, Grant Agreement No. DN12/7/2017.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Boyan Bontchev .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Bontchev, B., Antonova, A., Dankov, Y. (2020). Educational Video Game Design Using Personalized Learning Scenarios. In: Gervasi, O., et al. Computational Science and Its Applications – ICCSA 2020. ICCSA 2020. Lecture Notes in Computer Science(), vol 12254. Springer, Cham. https://doi.org/10.1007/978-3-030-58817-5_59

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-58817-5_59

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-58816-8

  • Online ISBN: 978-3-030-58817-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics