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Personalization of Educational Video Games in APOGEE

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Abstract

Gamification of education is a fact in recent years. This method for imperceptible learning is used in many countries and schools all over the world. The advantages and disadvantages of the educational games according, to students and teachers, are shortly explained here. The paper describes an intelligent video maze-game that is a container for various mini-games that bring the essential educational content and challenges for learners. It also presents a model of a student (as a learner and as a player) and the framework for providing a personalized learning experience in the context of an educational game. Thus, the presented maze game can fit different learning and playing styles of a particular user. The process of personalization is in line with the preliminary results from an online survey exploring students’ views about educational video games. The findings reveal their preferences about many issues such as types of mini-games, embraced learning content, and the willingness to repeat the game with the same or increased complexity to improve the overall results or acquired knowledge.

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... As a whole, there are different connotations for personalization and adaptation in the learning context, which can vary significantly depending on the context, pedagogy approach, technology resources and other factors (Prensky, 2001;Peirce et al., 2008). According to some research in Terzieva et al. (2020), personalized learning is an umbrella term for tailored educational approaches. They pay attention to characteristics of the individual student (abilities, knowledge, learning styles, as well as needs, motivations and goals) to provide high-quality formative assessment and well-paced engaging lessons while supporting students even beyond classrooms. ...
... APOGEE video game personalization framework based on(Terzieva et al., 2020) ITSE 18,1 ...
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Purpose The purpose of this paper is to present principles for personalization of both learning content and gameplay in serious games for learning, which are based on a combined model of the student that comprises user, learner and player-related aspects of the student’s profile. Each of the considered user, learner and player sub-models has a static and dynamic group of characteristics. These characteristics assist general approaches for learning mazes game personalization applied to embedded mini-games (designed as information units, learning objects and educational tasks) so that to be adjustable and to enable learners to acquire knowledge more effectively. Design/methodology/approach A student modelling approach was applied to design the personalization of learning content in the educational maze game and each of them contained mini-games. To evaluate the student’s preferences about the types of mini-games and ways of their personalization depending on individual and group student characteristics, the authors conducted an online survey. Findings This study presents examples of personalization of four types of mini-games available in maze halls, namely, question, searching, arranging and action games. Next, the research discusses findings from an online survey aiming at the evaluation of the preferred types of mini-games and the way of their personalization. There are analysed results concerning the impact of the student model characteristics on the preferred ways of personalization in educational maze games, together with criteria for personalization of educational resources according to student’s level of knowledge, age, goals and learning style. Research limitations/implications A significant limitation of the research is the relatively small number of survey participants and the lack of studying the impact of learning and playing styles over game personalization. Another limitation of the study is the inclusion of only some of the mini-games within the demonstration maze, which respondents play before answering the survey questions. Originality/value This paper presents original research on the personalization of educational maze game based on a model of the student profile that comprises both static and dynamic properties reflecting user, learner and player-related aspects of the student character, together with results obtained from an online survey.
... Game-Based Learning (GBL) é um termo utilizado para jogos projetados especificamente para facilitar a aprendizagem, onde o jogador adquire conhecimentos por meio da interação com o jogo [Hamari apud Chen, 2024], e gamificação é o uso de elementos de jogos em atividades não relacionadas a jogos, visando promover o engajamento e a aprendizagem. Embora o conceito tenha ganhado força em 2010, práticas semelhantes já eram utilizadas na educação [Marcandali, 2020;Kapp, 2018;Terzieva, 2020apud Hernández-Romero, 2023Deterding, 2011], esses jogos não apenas ajudam no aprendizado, mas também na criação de um ambiente seguro e motivador, onde os erros são vistos como oportunidades de aprendizado. A aplicação de IA nos jogos educativos permite personalizar o ensino, adaptando-se ao progresso do aluno e fornecendo feedback contínuo. ...
Conference Paper
Com o avanço da Tecnologia da Informação, muitas ferramentas estão sendo desenvolvidas, principalmente no âmbito da educação. A Inteligência Artificial (IA) é uma delas. Este estudo tem o objetivo de analisar as contribuições do uso de jogos alimentados pela IA, como ferramenta na personalização e engajamento da aprendizagem, na educação básica, por meio de uma Revisão Sistemática de Literatura. Os estudos mostraram que há uma melhora significativa na aprendizagem e no engajamento dos alunos com a utilização da IA em jogos. O custo para o design de um jogo com IA e o preconceito quanto a utilização de jogos no ambiente escolar são desafios a serem enfrentados.
... In an educational context, gamification is used in different applications to facilitate the teaching process, with the purpose that students generate the commitment to acquire knowledge while playing and take advantage of various benefits such as ease of learning, constant practice of a topic, an initiative to seek additional information, increased interest in the subject and memorization of diverse topics for longer [5]. Otherwise, the application of artificial intelligence (AI) algorithms has revolutionized the generation of solutions in the educational field, thanks to its ability to predict, classify and process substantial amounts of data. ...
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Traditional education has been based for many years on monotonous teaching techniques and practices to assess students' skills and knowledge in the classroom, which interferes with the evolution and adaptation of education using recent technologies. To create new learning methods using intelligent and digital tools, this paper presents an architecture that uses gamification and natural language processing techniques as an alternative to propose new learning and feedback methods for high school students. The main objective is to motivate students to obtain new knowledge or study what they have already learned in the classroom while playing video games, and for teachers to obtain relevant data on the learning level of each student. As a result of the proposed architecture, a platform video game for mobile devices has been developed, which performs quizzes on specific topics of biology to high school level education. Users give answers through voice commands, which are processed with the VOSK library, and then compared with other options using the cosine similarity method. Finally, an algorithm leverages the scores acquired from video game actions on scenes and questionnaires to synergistically derive a comprehensive metric that assesses the user's proficiency in learning. This methodology was validated according to several experiments, and in future work, it will be applied to control and test groups of students to validate the level of learning obtained using the proposed platform.
... The developed model of a student comprises three main aspects: user, learner, and player, where each aspect is presented with both static and dynamic parameters ( Figure 2). A detailed explanation of this model is given in [29,55]. ...
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Personalized learning has gained in popularity over the past decade. It provides learners with learning resources that comply with their characteristics and preferences or offers them tasks and quizzes adapted to their performance. This research presents how we apply this concept to an educational video maze game created and generated on the APOGEE platform. In particular, this article explores the following three research questions: (1) Which characteristics in the student’s model should be considered for the personalization of educational video games? (2) What are the student’s preferences regarding the personalization of educational video games? (3) How should the process of personalization of educational video games be organized? The answers to these questions are found by conducting practical experiments concerning user experience with the educational maze video game. The article also describes the model of students comprising user’s, learner’s, and player’s aspects with both static and dynamic features. Further, the personalization process of educational games based on this model is described. The results showing the student’s preferences are presented and critically examined. The provided discussion involves the disparities in the preferences of different groups of students concerning the amounts of play of learning games, preferred mini-games, and parameters to which educational materials should be tailored.
... The APOGEE (smArt adaPtive videO GamEs for Education) [8] is a platform for the construction and generation of educational video maze games. The platform provides an automatic generation of educational video maze games (based on formal maze game descriptions as XML documents [9]), personalization capabilities and personalized content [10], and adaptive gameplay. ...
Conference Paper
Game-based learning and serious games are popular topics among researchers and practitioners, resulting in multiple studies, demonstrating the various benefits to the users. The paper is based on the application of the TIMED-VGE taxonomy (or Taxonomy of Instruments for Management and Evaluation of the Design of Video Games for Education) in the APOGEE (smArt adaPtive videO GamEs for Education) software platform. The platform provides an automatic generation of educational video maze games (based on formal maze game descriptions as XML documents), personalization capabilities and personalized content, and adaptive gameplay. According to the application of the TIMED-VGE taxonomy in the APOGEE platform, the software tools are divided into two main categories (Assistive instruments and Analytics Instruments), which represent the whole set of tools facilitating the processes of the design and creation of educational video games in the APOGEE platform. The taxonomy represents the hierarchical structure of the software tools and in each category, there is a certain set of tools. The focus of this paper is on the development of a functional model of the instrument Maze Game Designer, based on the application of the TIMED-VGE taxonomy. The Maze Game Designer is in the category "Design management" instruments, according to the taxonomy. The tool is key to starting the process of designing and creating educational games in the APOGEЕ platform. Therefore, the paper presents further development of the Maze Game Designer instrument and its functionalities, based on the core user functionalities of the tool, analyzed and developed in previous publications of the author. As a result, the paper presents an extended version of the user functionalities of the Maze Game Designer instrument, based on the application of the TIMED-VGE taxonomy in the APOGEE software platform. Based on these functionalities, the paper presents the developed two functional models of the tool and the main workflow of the Maze Game Designer instrument. This includes a Functional model of the tool and a Detailed functional model of the Edit Maze Game use case of the Maze Game Designer instrument. All these results will serve for the future development of the tool. The development of a key instrument of the APOGEE software platform, according to the application of the TIMED-VGE taxonomy, will contribute to increasing the designer's capabilities to use the platform's instruments for the design and creation of improved video games for education.
Chapter
The paper focuses on educational video games and the users who play and learn through these games. More specifically, on the ability to visually analyze the results achieved by users of educational maze video games created using the APOGEE platform. This paper presents a user-oriented process analysis of using the software tool DIZU-EVG (Data visualIZation instrUment for Educational Video Games) focusing on analyzing the behavior of the players and learners. The paper furthers the development of the DIZU-EVG instrument designed by the author. The paper presents an overview context model of the DIZU-EVG instrument in the platform, explaining the primary communication and data exchange between the DIZU-EVG tool and the primary systems external to the instrument within the APOGEE platform. The creation and integration of the DIZU-EVG instrument into the APOGEE platform will enrich it with a new, original, and valuable tool that is not available on the platform. This tool will enable users to view their results, thanks to specialized dashboards personalized for each unique user, depending on their profile on the platform. The possibility of visual analysis of the results achieved by players and learners in a personalized way, according to the user’s profile, will contribute to the overall understanding of the results achieved and an incentive to improve these results. Thus, users will be able to independently take timely individual actions to correct their failures in the game and increase the efficiency and effectiveness of their perception of the educational material integrated into the educational video game.KeywordsEducational video gamesData visualizationSerious gamesGame-based learningUser-oriented analysisDIZU-EVG instrument
Chapter
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survey, see Kobsa 1993 and McTear 1993). 2.1 Stereotypes A frequently employed user modeling method is the so-called "stereotype approach" (Rich 1979, Rich 1989). Stereotypes contain typical characteristics of user groups in the application domain of the system. Often they also contain socalled activation conditions which represent key characteristics that allow one to identify an individual as belonging to the respective user group. Stereotypes become applied to the current user if they are "manually" assigned, or if their activation conditions match available information about the user (automatic classification). As a consequence, all characteristics in the corresponding stereotypes are attributed to the user. Stereotypical assumptions about a user can be supplemented, or even overridden, if additional information pertaining to this individual user is available. The resulting collection of assumptions forms the individual user model, which should be taken into account when adapting
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Allisop, Y., Yildirim, E., Scepanti, M.: Teachers beliefs about game based learning: a comparative study of pedagogy, curriculum and practice in Italy, Turkey and the UK. In: Proceedings of ECGBL 2013, Porto, Portugal, pp. 1-10 (2013)
Integration of game-based teaching in Bulgarian schools - state of art
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Paunova-Hubenova, E., Terzieva, V., Dimitrov, S., Boneva Y.: Integration of game-based teaching in Bulgarian schools -state of art. In: Proceedings of ECGBL 2018, pp. 516-525 (2018)
Make Learning Personal: The What, Who
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Bray, B., McClaskey, K.: Make Learning Personal: The What, Who, WOW, Where, and Why. Corwin Press, Thousand Oaks (2015)