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Implementing High-Resolution Adaptivity in Game-Based Learning

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Part of the Lecture Notes in Computer Science book series (LNISA,volume 7516)

Abstract

Adaptivity has long been a key demand for e-learning, but is still far from being an understood feature in game-based learning. Simply transferring paradigms from adaptive e-learning does not suffice, as digital games are highly interactive real-time systems. We are implementing an educational game with real-time adaptivity, based on a generic architecture. The game frequently adapts to over- and under-performers at runtime. After completion, the adaptivity component will be subject to layered evaluation and a controlled trial.

Keywords

  • Intelligent Tutoring System
  • Educational Game
  • Digital Game
  • Layered Evaluation
  • Knowledge Space Theory

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Berger, F., Müller, W. (2012). Implementing High-Resolution Adaptivity in Game-Based Learning. In: Göbel, S., Müller, W., Urban, B., Wiemeyer, J. (eds) E-Learning and Games for Training, Education, Health and Sports. Edutainment GameDays 2012 2012. Lecture Notes in Computer Science, vol 7516. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-33466-5_4

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  • DOI: https://doi.org/10.1007/978-3-642-33466-5_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-33465-8

  • Online ISBN: 978-3-642-33466-5

  • eBook Packages: Computer ScienceComputer Science (R0)