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Serious Games and Multiple Intelligences for Customized Learning: A Discussion

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Recent Advances in Technologies for Inclusive Well-Being

Part of the book series: Intelligent Systems Reference Library ((ISRL,volume 196))

Abstract

Teaching strategies need to swiftly respond to abrupt changes in delivery modes that provide engaging and effective experiences for learners. The current pandemic has made it evident the lack of readiness of several academic sectors when moving from face-to-face to online learning. While research into understanding the use of technologies have been gaining momentum when innovative tools are introduced, it is important to devise strategies that lead to effective teaching tools. Recently, user experience has been influencing content development as it takes into account the uniqueness of users to avoid enforcing one-size-fits-all solutions. In this chapter, we discuss multiple intelligences in conjunction with serious games and technology to explore how a synergy between them can provide a solution capable of capturing qualitative and quantitative data to design engaging and effective experiences.

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Acknowledgements

The authors acknowledge the support of Universidad de Carabobo, Venezuela, and the financial support of the Natural Sciences and Engineering Research Council of Canada (NSERC) in the form of a Discovery grant RGPIN-2018-05917.

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Correspondence to Alvaro Uribe-Quevedo .

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Zea, E., Valez-Balderas, M., Uribe-Quevedo, A. (2021). Serious Games and Multiple Intelligences for Customized Learning: A Discussion. In: Brooks, A.L., Brahman, S., Kapralos, B., Nakajima, A., Tyerman, J., Jain, L.C. (eds) Recent Advances in Technologies for Inclusive Well-Being. Intelligent Systems Reference Library, vol 196. Springer, Cham. https://doi.org/10.1007/978-3-030-59608-8_9

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