Skip to main content

Bridging the Gap: Knowledge Spaces and Storylines in Serious Games

  • Conference paper
  • First Online:
Serious Games (JCSG 2023)

Abstract

In this paper, we propose a novel method for simplifying the design of adaptive educational games by integrating Knowledge Space Theory (KST) with real- and/or build-time knowledge space alterations based on a story model and player progress. Our approach streamlines the design process by providing a more manageable learning experience for players, facilitating collaboration among game designers, educators, and narrative designers, and enhancing the overall effectiveness of serious games. By combining build-time and real-time adaptation techniques, our method enables dynamic learning experiences that maintain an engaging narrative structure while ensuring that the game remains focused on its learning objectives. We discuss the implications, potential benefits, and limitations of our approach, and provide an example of its application in the development of a vocational training serious game for teaching IT-security at the workplace. Future research directions include the evaluation of the adaptivity and learning engagement of players, as well as exploring more complex adaptations and additional educational fields.

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 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 79.99
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

Similar content being viewed by others

References

  1. Kickmeier-Rust, M.D., Hockemeyer, C., Albert, D., Augustin, T.: Micro adaptive, non-invasive knowledge assessment in educational games. In: 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, pp. 135–137. IEEE (2008). https://doi.org/10.1109/DIGI.2008.10

  2. Bruder, R., et al.: Gütekriterien serious games - Langfassung. https://tuprints.ulb.tu-darmstadt.de/17872/7/WTT_Guetekriterien%20SG%20Langfassung%2020210330.pdf

  3. Murphy, C., Chertoff, D., Guerrero, M., Moffitt, K.: Design Better Games! Flow, Motivation, & Fun

    Google Scholar 

  4. Romero, M., Usart, M., Ott, M., Earp, J., de Freitas, S., Arnab, S.: Learning through playing for or against each other? Promoting cognitive performance in cooperative and competitive games. Comput. Hum. Behav. 58, 216–227 (2016)

    Google Scholar 

  5. Prensky, M.: Digital game-based learning. Comput. Entertainment 1(1), 21 (2003)

    Article  Google Scholar 

  6. Dickey, M.D.: Engaging by design: how engagement strategies in popular computer and video games can inform instructional design. Educ. Tech. Res. Dev. 53(2), 67–83 (2005)

    Article  Google Scholar 

  7. Kickmeier-Rust, M.D., Albert, D.: Applying the competence performance approach for serious game design in the ELEKTRA project. Int. J. Emerg

    Google Scholar 

  8. Moreno-Ger, P., Burgos, D., Torrente, J.: Digital games in eLearning environments: current uses and emerging trends. Simul. Gaming 40(5), 669–687 (2009). https://doi.org/10.1177/1046878109340294

    Article  Google Scholar 

  9. Hockemeyer, C., Held, T., Albert, D.: RATH – a relational adaptive tutoring hypertext www–environment based on knowledge space theory. In: Frasson, C., Gauthier, G., Lesgold, A. (eds.) Intelligent Tutoring Systems, pp. 417–426. Springer, Berlin Heidelberg (1996)

    Google Scholar 

  10. Conlan, O., Staikopoulos, A., Hampson, C., Lawless, S., O’Keeffe, I.: The narrative approach to personalisation. New Rev. Hypermedia Multimed. 19(2), 132–157 (2013). https://doi.org/10.1080/13614568.2013.812150

    Article  Google Scholar 

  11. Shute, V.J., Ventura, M.: Stealth Assessment: Measuring and Supporting Learning in Video Games. MIT Press, Cambridge (2013)

    Book  Google Scholar 

  12. Serrano-Laguna, Á., Fernández-Manjón, B.: Applying learning analytics to simplify serious games deployment in the classroom. J. Comput. Assist. Learn. 33(3), 253–266 (2017)

    Google Scholar 

  13. Annetta, L.A., Minogue, J., Holmes, S.Y., Cheng, M.T.: Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput. Educ. 53(1), 74–85 (2009)

    Article  Google Scholar 

  14. Kickmeier-Rust, M.D., Albert, D.: Micro-adaptivity: protecting immersion in didactically adaptive digital educational games. J. Comput. Assist. Learn. 26(2), 95–105 (2010)

    Article  Google Scholar 

  15. Doignon, J.-P., Falmagne, J.-C.: Spaces for the assessment of knowledge. Int. J. Man Mach. Stud. 23(2), 175–196 (1985)

    Article  MATH  Google Scholar 

  16. Göbel, S., Mehm, F., Radke, S., Steinmetz, R.: 80Days: adaptive digital storytelling for digital educational games. In: Proceedings of the 2nd International Workshop on Story-Telling and Educational Games (STEG 2009), vol. 498 (2009)

    Google Scholar 

  17. Moreno-Ger, P., Martínez-Ortiz, I., Sierra, J.L., Fernández-Manjón, B.: A content-centric development process model. IEEE Trans. Learn. Technol. 11(1), 45–57 (2018)

    Google Scholar 

Download references

Acknowledgements

This research has been investigated in the course of the project “SG4BB” (ger: Serious Games für die berufliche Bildung; en: serious games for vocational training), funded by the German Ministry for Science and Education within the INVITE research program for vocational training.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Wolfgang F. Brabänder .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Brabänder, W.F., Göbel, S. (2023). Bridging the Gap: Knowledge Spaces and Storylines in Serious Games. In: Haahr, M., Rojas-Salazar, A., Göbel, S. (eds) Serious Games. JCSG 2023. Lecture Notes in Computer Science, vol 14309. Springer, Cham. https://doi.org/10.1007/978-3-031-44751-8_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-44751-8_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-44750-1

  • Online ISBN: 978-3-031-44751-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics